fix(enemy): AiStateFragments 空能力 id 建图期报错,补 OnExit 收尾测试
Ability/AbilityOnce 建图期校验 abilityId 非空,与 BrainBuilder.RequireState 同一类"漏配即快速失败"约束保持一致,避免定制 AiScript 漏配 id 时产出静默 不作为的状态。同时补 4 个测试:Locomotion/Ability 的 OnExit 收尾行为,以及 两个原语对空 id 的报错行为。
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@@ -64,5 +64,55 @@ namespace BaseGames.Tests.EditMode.AI
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ctx.S.Chase = false; ctx.S.Vision = true;
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Assert.IsFalse(AiStateFragments.LostAllZones(ctx));
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}
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[Test]
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public void Locomotion_StopsOnExit()
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{
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var ctx = new FakeAiContext();
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var b = new BrainBuilder();
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b.Entry("S");
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AiStateFragments.Locomotion(b, "S", LocomotionMode.Patrol)
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.To("Out").When(x => x.Sensor.InChaseZone(), "leave");
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AiStateFragments.Terminal(b, "Out");
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var rt = new AiRuntime(b.Build(), ctx);
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Assert.AreEqual(LocomotionMode.Patrol, ctx.L.CurrentMode);
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ctx.S.Chase = true;
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rt.Tick(0.1f);
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Assert.AreEqual("Out", rt.CurrentStateName);
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CollectionAssert.Contains(ctx.L.Calls, "Stop"); // 离开时收尾
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}
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[Test]
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public void Ability_InterruptsOnExit()
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{
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var ctx = new FakeAiContext();
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var b = new BrainBuilder();
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b.Entry("S");
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AiStateFragments.Ability(b, "S", "atk")
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.To("Out").When(x => x.Sensor.InChaseZone(), "leave");
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AiStateFragments.Terminal(b, "Out");
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var rt = new AiRuntime(b.Build(), ctx);
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Assert.AreEqual("atk", ctx.C.Running);
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ctx.S.Chase = true;
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rt.Tick(0.1f);
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Assert.AreEqual("Out", rt.CurrentStateName);
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Assert.IsNull(ctx.C.Running); // InterruptAbilities() 已清空
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}
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[Test]
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public void Ability_Throws_WhenAbilityIdEmpty()
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{
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var b = new BrainBuilder();
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Assert.Throws<System.ArgumentException>(() => AiStateFragments.Ability(b, "S", ""));
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}
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[Test]
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public void AbilityOnce_Throws_WhenAbilityIdNull()
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{
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var b = new BrainBuilder();
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Assert.Throws<System.ArgumentException>(() => AiStateFragments.AbilityOnce(b, "S", null));
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}
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}
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}
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@@ -25,17 +25,23 @@ namespace BaseGames.Enemies
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/// 用于追击、冲锋这类"只要还在这个状态就该一直在做"的能力。
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/// </summary>
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public static BrainBuilder.StateBuilder Ability(BrainBuilder b, string state, string abilityId)
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=> b.State(state)
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{
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RequireAbilityId(state, abilityId);
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return b.State(state)
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.OnEnter(x => EnsureAbility(x, abilityId))
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.Tick (x => EnsureAbility(x, abilityId))
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.OnExit(x => x.Combat.InterruptAbilities());
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}
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/// <summary>
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/// 由能力驱动的一次性态:只在进入时触发,不每帧重触发。
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/// 用于死亡等一次性演出——若用 Ability(),演出播完会被 Tick 无限重播。
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/// </summary>
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public static BrainBuilder.StateBuilder AbilityOnce(BrainBuilder b, string state, string abilityId)
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=> b.State(state).OnEnter(x => EnsureAbility(x, abilityId));
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{
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RequireAbilityId(state, abilityId);
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return b.State(state).OnEnter(x => EnsureAbility(x, abilityId));
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}
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/// <summary>
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/// 无行为的终态。不需要在这里停移动——转入本态时,上一个态的 OnExit 已经收尾。
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@@ -50,10 +56,20 @@ namespace BaseGames.Enemies
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else x.Locomotion.SetMode(mode);
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}
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// 建图期校验:空 id 会让状态存在却什么都不做——敌人杵着不动、无任何报错,
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// 正是 BrainBuilder.RequireState 要防的同一类静默失败。放建图期而非运行时回调里,
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// 既能快速失败,也省掉热路径上每帧一次的判空。
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static void RequireAbilityId(string state, string abilityId)
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{
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if (string.IsNullOrEmpty(abilityId))
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throw new ArgumentException(
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$"AiStateFragments: 状态 '{state}' 未配置能力 id。若该状态本就不需要能力" +
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"(如死亡演出交给物理状态机),请改用 Terminal()。", nameof(abilityId));
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}
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static void EnsureAbility(IAiContext x, string abilityId)
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{
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if (!string.IsNullOrEmpty(abilityId) && !x.Combat.IsAbilityRunning(abilityId))
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x.Combat.UseAbility(abilityId);
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if (!x.Combat.IsAbilityRunning(abilityId)) x.Combat.UseAbility(abilityId);
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}
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}
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}
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